scummvm/engines/advancedDetector.h
Antoniou Athanasios 9fa924c09f
STARK: Detect TLJ Steam version to fix missing bg resource (#3318)
STARK: Detect TLJ Steam version to fix missing bg resource

An alternative fix for bug https://bugs.scummvm.org/ticket/12762 that replaces the previous fix.

This fix will set a flag at detection time (when adding the game to ScummVM)
so that the Steam version will skip trying to load a background image resource
from the exe file (game.exe), since that specific version is missing a valid version
of this resource which leads to an assertion fault.

It wont be necessary to re-add (redetect) the game, if it has already been added before this fix. The current AdvancedDetector implementation takes care of setting the flag at game launch. (As explained by sev) we run detection on every run and returning the relevant detection entry.

The previous fix was this commit which was based only on version info of the exe file:
565a0559ed

That one also works without having to re-add/re-detect the game, but perhaps just checking
version info is not the best approach.
2021-08-29 14:14:29 +03:00

565 lines
19 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ENGINES_ADVANCED_DETECTOR_H
#define ENGINES_ADVANCED_DETECTOR_H
#include "engines/metaengine.h"
#include "engines/engine.h"
#include "common/hash-str.h"
#include "common/gui_options.h" // FIXME: Temporary hack?
namespace Common {
class Error;
class FSList;
}
/**
* @defgroup engines_advdetector Advanced Detector
* @ingroup engines
*
* @brief The Advanced Detector (AD) provides a standard framework for filename and MD5-based game detection.
*
* @{
*/
/**
* A record describing a file to be matched for detecting a specific game
* variant. A list of such records is used inside every ADGameDescription to
* enable detection.
*/
struct ADGameFileDescription {
const char *fileName; ///< Name of the described file.
uint16 fileType; ///< Optional. Not used during detection, only by engines.
const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
int64 fileSize; ///< Size of the described file. Set to -1 to ignore.
};
/**
* A shortcut to produce an empty ADGameFileDescription record. Used to mark
* the end of a list of these.
*/
#define AD_LISTEND {NULL, 0, NULL, 0}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, and no file size.
*/
#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only one
* record that contains just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only two
* records that contain just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY2s(f1, x1, s1, f2, x2, s2) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, AD_LISTEND}
/**
* A shortcut to produce a list of ADGameFileDescription records with only three
* records that contain just a filename with an MD5, plus a file size.
*/
#define AD_ENTRY3s(f1, x1, s1, f2, x2, s2, f3, x3, s3) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, {f3, 0, x3, s3}, AD_LISTEND}
/**
* Flags used in the game description.
*/
enum ADGameFlags {
ADGF_NO_FLAGS = 0, ///< No flags.
ADGF_REMASTERED = (1 << 17), ///< Add "-remastered' to gameid.
ADGF_AUTOGENTARGET = (1 << 18), ///< Automatically generate gameid from @ref ADGameDescription::extra.
ADGF_UNSTABLE = (1 << 19), ///< Flag to designate not yet officially supported games that are not fit for public testing.
ADGF_TESTING = (1 << 20), ///< Flag to designate not yet officially supported games that are fit for public testing.
ADGF_PIRATED = (1 << 21), ///< Flag to designate well-known pirated versions with cracks.
ADGF_UNSUPPORTED = (1 << 22), /*!< Flag to mark certain versions (like badly protected full games as demos) not to be run for various reasons.
A custom message can be provided in the @ref ADGameDescription::extra field. */
ADGF_WARNING = (1 << 23), /*!< Flag to mark certain versions to show confirmation warning before proceeding.
A custom message should be provided in the @ref ADGameDescription::extra field. */
ADGF_ADDENGLISH = (1 << 24), ///< Always add English as a language option.
ADGF_MACRESFORK = (1 << 25), ///< Calculate the MD5 for this entry from the resource fork.
ADGF_USEEXTRAASTITLE = (1 << 26), ///< Use @ref ADGameDescription::extra as the main game title, not gameid.
ADGF_DROPLANGUAGE = (1 << 27), ///< Do not add language to gameid.
ADGF_DROPPLATFORM = (1 << 28), ///< Do not add platform to gameid.
ADGF_CD = (1 << 29), ///< Add "-cd" to gameid.
ADGF_DEMO = (1 << 30) ///< Add "-demo" to gameid.
};
/**
* Data table describing a game variant.
*/
struct ADGameDescription {
/**
* The gameid that identifies the game.
*
* Mainly used for taking the game description from the @ref PlainGameDescriptor table.
*/
const char *gameId;
/**
* Field that is used to distinguish between different variants of a game.
*
* The content of this field is inserted in the generated description for the config file game entry.
* If the @ref kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored
* in the config file, and are used to additionally distinguish between game variants.
* Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field
* will be used as a description instead the one extracted from the @ref PlainGameDescriptor table.
*/
const char *extra;
/**
* A list of individual file entries used for detection.
*
* 13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM.
* A hardcoded number is used here due to a C++ limitation for defining const arrays.
*/
ADGameFileDescription filesDescriptions[14];
/**
* Language of the game variant.
*/
Common::Language language;
/**
* Platform of the game variant.
*/
Common::Platform platform;
/**
* A bitmask of extra flags.
*
* The top 16 bits are reserved for generic flags defined in @ref ADGameFlags.
* This leaves 16 bits to be used by the client code.
*/
uint32 flags;
/**
* Game features that are user-controllable.
*
* This list reflects which features of the GUI should be turned on or off in order to minimize user confusion.
* For instance, there is no point in changing game language in single-language games
* or have MIDI controls in a game that only supports digital music.
*/
const char *guiOptions;
};
/**
* struct which saved extra information for detected games
*/
struct ADDetectedGameExtraInfo {
Common::String gameName; /*!< Extra info which saved game name */
Common::String targetID; /*!< targetID which will be used on preferred target id */
};
/**
* A game installation matching an AD game description.
*/
struct ADDetectedGame {
bool hasUnknownFiles; /*!< Whether the game has unknown files. */
FilePropertiesMap matchedFiles; /*!< List of the files that were used to match the game. */
const ADGameDescription *desc; /*!< Human-readable game title. */
ADDetectedGame() : desc(nullptr), hasUnknownFiles(false) {}
/**
* Construct an ADDetectedGame object.
*/
explicit ADDetectedGame(const ADGameDescription *d) : desc(d), hasUnknownFiles(false) {}
};
/** A list of games detected by the AD. */
typedef Common::Array<ADDetectedGame> ADDetectedGames;
/**
* End marker for a table of @ref ADGameDescription structures. Use this to
* terminate a list to be passed to the Advanced Detector API.
*/
#define AD_TABLE_END_MARKER \
{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() }
struct ADFileBasedFallback {
/**
* Pointer to an @ref ADGameDescription or its subclass that will be
* returned if there is a detection match.
*/
const ADGameDescription *desc;
/**
* A zero-terminated list of filenames used for matching. All files in
* the list must be present to get a detection match.
*/
const char *filenames[10];
};
enum ADFlags {
/**
* Store the value of the @ref ADGameDescription::extra field
* in the config file, and use it as a hint on subsequent runs.
*
* This can be used when there is no way to autodetect the game
* (when more than one game are located in same directory), and the user picks
* up a variant manually.
* In addition, this is useful if two variants of a game sharing the same
* gameid are contained in a single directory.
*/
kADFlagUseExtraAsHint = (1 << 0)
};
/**
* Map entry for mapping GUIO_GAMEOPTIONS* to their @ref ExtraGuiOption
* description.
*/
struct ADExtraGuiOptionsMap {
const char *guioFlag; /*!< GUIO_GAMEOPTION* string. */
ExtraGuiOption option; /*!< The associated option. */
};
#define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0 } }
/**
* A @ref MetaEngineDetection implementation based on the Advanced Detector code.
*/
class AdvancedMetaEngineDetection : public MetaEngineDetection {
protected:
/**
* Pointer to an array of objects which are either ADGameDescription
* or superset structures (i.e. start with an ADGameDescription member).
*
* The list is terminated by an entry with a gameid equal to 0
* (see @ref AD_TABLE_END_MARKER).
*/
const byte *_gameDescriptors;
/**
* The size of a single entry of the above descriptions array.
*
* Always must be >= sizeof(ADGameDescription).
*/
const uint _descItemSize;
/**
* A list of all gameids (and their corresponding descriptions) supported
* by this engine.
*/
const PlainGameDescriptor *_gameIds;
/**
* A map containing all the extra game GUI options the engine supports.
*/
const ADExtraGuiOptionsMap * const _extraGuiOptions;
/**
* The number of bytes to compute the MD5 checksum for.
*
* The Advanced Detector is primarily based on computing and matching
* MD5 checksums of files. Since doing that for large files can be slow,
* it can be restricted to a subset of all files.
* Typically this will be set to something between 5 and 50 kilobytes,
* but arbitrary non-zero values are possible. The default is 5000.
*/
uint _md5Bytes;
/**
* A bitmask of flags which can be used to configure the behavior
* of the Advanced Detector.
*
* See @ref ADFlags for a list of flags that can be ORed together and passed here.
*/
uint32 _flags;
/**
* A list of game GUI options which will be added to each
* entry in addition to per-game options.
*
* Refer to @ref GameGUIOption enum for the list.
*/
Common::String _guiOptions;
/**
* Maximum depth of directories to look up.
*
* If set to 0, the depth is 1 level.
*/
uint32 _maxScanDepth;
/**
* Case-insensitive list of directory globs that can be used for
* going deeper into the directory structure.
*
* See @ref String::matchString() method for format description.
*
* @note The last item must be 0.
*/
const char * const *_directoryGlobs;
/**
* If true, filenames will be matched against the entire path, relative to
* the root detection directory.
*
* For example: "foo/bar.000" for a file at "<root>/foo/bar.000").
* Otherwise, filenames only match the base name (e.g. "bar.000" for the same file).
*
* @note @c _maxScanDepth and @c _directoryGlobs must still be configured to allow
* the detector to find files inside subdirectories.
*/
bool _matchFullPaths;
/**
* If ADGF_AUTOGENTARGET is used, then this specifies the max length
* of the autogenerated name.
* The default is 15.
*/
int _maxAutogenLength;
public:
/**
* Initialize game detection using AdvancedMetaEngineDetection.
*/
AdvancedMetaEngineDetection(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds, const ADExtraGuiOptionsMap *extraGuiOptions = 0);
/**
* Return a list of targets supported by the engine.
*
* Distinguishes engines with a single ID.
*/
PlainGameList getSupportedGames() const override;
/** Query the engine for a @ref PlainGameDescriptor for the specified gameid, if any. */
PlainGameDescriptor findGame(const char *gameId) const override;
/**
* Run the engine's game detector on the given list of files, and return a
* (possibly empty) list of games supported by the engine that were
* found among the given files.
*/
DetectedGames detectGames(const Common::FSList &fslist) const override;
/**
* A generic createInstance.
*
* For instantiating engine objects, this method is called first,
* and then the subclass implemented createInstance is called from within.
*/
Common::Error createInstance(OSystem *syst, Engine **engine) const;
/**
* Return a list of extra GUI options for the specified target.
*
* If no target is specified, all of the available custom GUI options are
* returned for the plugin (used to set default values).
*
* Currently, this only supports options with checkboxes.
*
* The default implementation returns an empty list.
*
* @param target Name of a config manager target.
*
* @return A list of extra GUI options for an engine plugin and target.
*/
virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override;
protected:
/**
* A hashmap of files and their MD5 checksums.
*/
typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
/**
* An (optional) generic fallback detection function that is invoked
* if the regular MD5-based detection failed to detect anything.
*/
virtual ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
return ADDetectedGame();
}
private:
void initSubSystems(const ADGameDescription *gameDesc) const;
protected:
/**
* Detect games in the specified directory.
*
* Parameters @p language and @p platform are used to pass the values
* specified by the user. This is used to restrict search scope.
*
* @param parent Parent node of this file node.
* @param allFiles List of all present files, as computed by the @ref composeFileHashMap.
* @param language Restrict results to the specified language.
* @param platform Restrict results to the specified platform.
* @param extra Restrict results to the specified @c extra string (only if @ref kADFlagUseExtraAsHint is set).
*
* @return A list of @ref ADGameDescription pointers corresponding to the matched games.
*/
virtual ADDetectedGames detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const;
/**
* @return True if variant of a game with unknown files can be played with the engine and false otherwise.
* By default this is false.
*/
virtual bool canPlayUnknownVariants() const { return false; }
/**
* Iterate over all @ref ADFileBasedFallback records inside @p fileBasedFallback
* and return the record (or rather, the ADGameDescription
* contained in it) for which all files described by it are present, and
* among those the one with the maximal number of matching files.
*
* In case of a tie, the entry coming first in the list is chosen.
*
* @param allFiles Map describing all present files
* @param fileBasedFallback List of ADFileBasedFallback records, zero-terminated.
*/
ADDetectedGame detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const;
/**
* Compose a hashmap of all files in @p fslist.
*
* Removes trailing dots and ignores case in the process.
*/
void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::String &parentName = Common::String()) const;
/** Get the properties (size and MD5) of this file. */
bool getFileProperties(const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const;
/** Convert an AD game description into the shared game description format. */
virtual DetectedGame toDetectedGame(const ADDetectedGame &adGame, ADDetectedGameExtraInfo *extraInfo = nullptr) const;
/** Check for pirated games in the given detected games */
bool cleanupPirated(ADDetectedGames &matched) const;
friend class FileMapArchive;
};
/**
* A MetaEngine implementation of AdvancedMetaEngine.
*/
class AdvancedMetaEngine : public MetaEngine {
public:
/**
* Base createInstance for AdvancedMetaEngine.
*
* The AdvancedMetaEngine provides a default createInstance that is called first,
* so this should be invoked first.
* By the time this is called, it is assumed that there is only one
* plugin engine loaded in memory.
*/
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const override;
/**
* A createInstance implementation for subclasses. To be called after the base
* createInstance function above is called.
*/
virtual Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
/**
* Return the name of the engine plugin based on the engineID.
*
* The the engineID must match the one from MetaEngine.
*
* @see MetaEngine::getName().
*/
virtual const char *getName() const override = 0;
public:
/**
* A hashmap of files and their MD5 checksums.
*/
typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
/**
* An (optional) generic fallback detection function that is invoked
* if the regular MD5-based detection failed to detect anything.
* @note This is only meant to be used if fallback detection heavily depends on engine resources.
*
* To use this, implement the intended fallbackDetectExtern inside the relevant MetaEngine class.
* Then, override the method "fallbackDetect" inside your MetaEngine class.
* Finally, provide a "hook" to fetch the relevant MetaEngine class and then use the original detection
* method.
*
* An example of how this is implemented can be found in the Wintermute Engine.
*/
virtual ADDetectedGame fallbackDetectExtern(uint md5Bytes, const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra = nullptr) const {
return ADDetectedGame();
}
/**
* Get the properties (size and MD5) of this file.
*
* Based on @ref MetaEngine::getFileProperties.
*/
bool getFilePropertiesExtern(uint md5Bytes, const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const;
};
/**
* Singleton Cache Storage for Computed MD5s
*/
class MD5CacheManager : public Common::Singleton<MD5CacheManager> {
public:
void setMD5(Common::String fname, Common::String md5) {
md5HashMap.setVal(fname, md5);
}
Common::String getMD5(Common::String fname) {
return md5HashMap.getVal(fname);
}
void setSize(Common::String fname, int64 size) {
sizeHashMap.setVal(fname, size);
}
int64 getSize(Common::String fname) {
return sizeHashMap.getVal(fname);
}
bool contains(Common::String fname) {
return (md5HashMap.contains(fname) && sizeHashMap.contains(fname));
}
MD5CacheManager() {
clear();
}
void clear() {
md5HashMap.clear(true);
sizeHashMap.clear(true);
}
private:
friend class Common::Singleton<MD5CacheManager>;
typedef Common::HashMap<Common::String, Common::String, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileHashMap;
typedef Common::HashMap<Common::String, int64, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeHashMap;
FileHashMap md5HashMap;
SizeHashMap sizeHashMap;
};
/** Convenience shortcut for accessing the MD5CacheManager. */
#define MD5Man MD5CacheManager::instance()
/** @} */
#endif